Bingo Card Printer Documentation: How to Play

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Bingo Tip

Bingo Cards are also sometimes known as Bingo Boards or Bingo Sheets

Software for creating printable bingo games is sometimes known as a Bingo Card Creator, a Bingo Card Generator, or a Bingo Card Maker.
Bingo Card Maker Software   >   Documentation   >   How to Play

This page is part of the documentation (Help) guide explaining how to use the Bingo Card Printer software.
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(This help page describes the latest version of Bingo Card Printer - 6.01)

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How to Play

How to play bingo:
  1. The teacher (schools), or host (family events) will act as the caller. The caller is responsible for preparing the bingo cards (which can be done ahead of time), and calling the bingo items, but does not actively play the game.

  2. The players (students if in a classroom environment) are each given a bingo card.

    Please note: You can print up to 4 bingo cards per page using Bingo Card Printer.

    • If you want, you could play a game where multiple cards are being used per game by each player (and the player can call Bingo if they get a winning pattern on any of their cards). However this variation may be too complex for younger players.

    • Another variation is to use 1 card per game, and then work through the cards in successive games.

  3. Before starting to play, the caller explains what pattern the players must mark off to win the game. For example, a single line of answers in any direction (see Patterns section below).

  4. The caller then begins calling items out one at a time (using the printed call list generated by Bingo Card Printer, or by using Bingo Card Printer's on screen call feature).

    In a school environment, you can use different variations on calling, for example:

    • You can print questions on the bingo cards, and call out the answers. For example, the students could have bingo cards containing multiplication questions, and when the teacher says "Sixty six", the student's goal is to find a square containing a multiplication that works out to 66.

    • You could provide the calls in a different form from that presented on the card. For example, if teaching telling the time, you might say "Twenty to three", and students need to find and mark off the square containing 2:40 on their cards.

    • Rather than giving out the call directly, you could simply provide information about it, until one of your students tells you which item you are referring to. For example, the teacher might say "This is the fourth planet from the sun. It has two moons and is known for its red color...", and eventually one of the students should recognize that you are referring to the planet Mars.

  5. When the caller calls out an item that is in a player's bingo card, that play marks off the item. He should do this in such way that the item is still readable and can be checked later (for example by writing an X over the item).

  6. When a player achieves one of the agreed patterns (such as a line of 5), he shouts out "Bingo!". His card is then checked by the caller against previous calls, and if correctly filled out, the player wins the game.

  7. After the first player achieves a Bingo, if you want to, you can keep playing until a second more complete pattern is achieved by any of the players. For example, the first bingo might require a line of 5, but second bingo might require filling out the card completely.


Here are some of the possible patterns that you can play for.

Please note:
  • If playing with a Free Space, players can mark that square off, without it being called.

  • It does not matter if a player has extra squares (in addition to those in their pattern) marked off.
Postage Stamp:

Any 2 X 2 block of squares
Large Postage Stamp:

Any 3 X 3 block of squares

Line of 5 in any direction (horizontal, vertical or diagonal)
Two Lines:

Any two overlapping lines of 5
Picture Frame:

All the edge squares
Black Out:

Every square marked off

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